Non è proprio un fucile da cecchino, come ha detto Gianluca_11 è un winchester e non ha il one hit kill da vicino come i cecchini, comunque si è una secondaria per tutte le classi , per ora classificata come pistola.
Svariati cambiamenti per diverse armi
Weapon Balance changes
Spread decreased on SCAR-H SV, SVD-12, M39 EMR and ACE53 SV (0.15 -> 0.125)
Spread increase per shot reduced on SKS (0.2 -> 0.15)
Bullet velocities increased on G36C (590), Type95 (580), ACE21 (480), Type88 (670), QBB95 (630), U100 (700), L96A1 (630), CS-LR4 (670), SCAR-H (500), M40A5 (520), SR2 (330), UMP45 (340), PP2000 (490), JS2 (350)
Bullet velocities reduced on MTAR (510), M4 (540)
Recoil tweaked on AWS and LSAT
Bullet on AWS changed from AR to LMG
Fix for tactical flashlight on Mare’s Leg
Reload times match animations on ALL automatic weapons now
Reload threshold on automatic weapons matches tactical rather than full reload to prevent unintended cancelling of reloading
Damage dropoff end of FY-JS increased (110 -> 147.8 m) to improve one hit kill headshot range
Gravity of CS5 bullet reduced (-9.81 -> -6 m/s²)
Gravity of SKS bullet reduced (-15 -> -9.81 m/s²)
Corrections to caliber of L96A1 (7.62 bolt to 338 magnum)
Corrections to magazine sizes of M40A5(10 -> 5), scout elite (5 – > 10), CS-LR4 (10 -> 5,) L96A1 (10 -> 5), QBB95 (80 -> 75)
Corrections to number of bullets in burst: UMP9, UMP45, CZ805 and G36C shoot two round bursts now
Scout Elite and FY-JS bolt action time increased to match animation better: Scout Elite 1.01 -> 1.25 s. FY-JS: 1.1 -> 1.25 s
338-Recon, SV98 and CS5 “rate of fire” brought in line with other bolt actions. Now ROF is 360 on all. ROF governs when bolt action can be started. Previously bolt action was delayed on 338-Recon (180) and CS5 (300), a bit early on SV98 (500)
Number of magazines increased on M60E4, PKP, M240B, QBB, PP2000, SR338, SCAR-H, Bulldog
Scout Elite and FY-JS now have a bit more ammo than the regular damage BAs, 338 magnum BAs have a bit less
SR338 rate of fire increased to improve performance and match animation better (150 -> 200 rpm)
Burst removed on MTAR (not available on real MTAR)
Semi auto added on LSAT
Burst added on RPK12 and QBB95
Shotgun pellet counts increased, pellet dispersion decreased for more consistent performance and better balance. Buckshot now has a 2.4° cone on all shotguns, flechette 2.0°. Pellet cone does not change when firing. This includes XM25 Dart and M26.
Shotgun flechette (8.4 max, 4.2 min) and buckshot (11.2 max, 5.6 min) pellet damage decreased to leave the maximum damage of shotguns at the same level as before.
Shotgun flechette and buckshot damage dropoff improved to 25-50 m to make performance more consistent at close range. Pellet cone already acts to decrease damage at close range effectively.
Shotgun flechette and buckshot damage dropoff ranges improved (25-50 m now)
Pump shotgun slug damage and dropoff increased (100-45 damage, 15-60 m dropoff)
Shotgun frag direct damage slightly increased: Pump 40-25, 25-50 m. Non-pump: 25-15, 25.50 m
Shotgun choke cone multipliers made less drastic (0.6 -> 0.75 full, 0.8 -> 0.875 mod)
Shotgun choke penalties decreased and changed in a way that prevents shotguns from becoming more accurate on the move than while standing still
Ergo grip modifier added to Shorty
Reduced DMR headshot mod to 2.0
Carbine and PDW headglitch fix zeroing adjusted for consistent second zero. Carbines are zeroed for 60/40 m unsuppressed/suppressed, PDWs for 50/35 m.
Headglitch fix added for shotguns with flechette ammo
Reduced trigger pull weight on railgun, SW40, M98B, SRR61 to ensure they function properly on worn controllers
Suppressed default zeroing now reads